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Maverick Sorcerer Player
Elysium
Level 56
Mage
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26th July 2026 00:09:33 (Last edited 26th July 2026 02:07:37) ![]() ![]() Recently, rangers have become excellent in both PvE and PvP — something that has never happened before in Zezenia — especially Marksmen, because in addition to gaining the same amount of HP per level as Warriors, they have now AoE auto-attacks (Ricochets and Areal Arrow) and a 2 sec AoE spell (Hellish Volley) with an area of effect comparable to Mage spells — to not mention their own subclasses AoE spells —, they're also excellent in PvP thanks to their high critical chance and critical damage bonuses, and both Ranger subclasses have access to a wide variety of debuffs and disable spells. However, there's no point in nerfing subclasses that are already in a good spot, like Pyromancers, Rogues and Marksmen, but subclasses that are less effective outside of PvP, such as Warlocks, and subclasses like Barbarians, which have little or no viability in PvP or in late game PvE, should be buffed. HP and MP scaling should be revisited to better match each class's intended gameplay. !.! Warriors > 20 HP - 5 MP per level {increase HP scaling from 15 to 20} !.! Rangers > 15 HP - 10 MP per level {increase MP scaling from 5 to 10) !.! Mages > 10 HP - 15 MP per level {increase HP from 5 to 10 and MP from 10 to 15} The current distributions could be refined to provide Warriors with greater durability, Rangers with more resource flexibility and Mages with a healthier balance between survivability and spell usage. The goal is to improve class balance and progression, improving class identity and overall balance and ensuring that every vocation receives a more appropriate resource distribution. Furthermore, the PvP mechanic called "Mages' natural resistance" should be changed, maybe even removed if mages HP per level be increased to 10, as it makes mages far too resistant to magical damage in the late game (at high levels). |
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Norzan Player
Pharos
Level 21
Mage
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26th July 2026 04:11:55 (Last edited 26th July 2026 04:38:13) ![]() ![]() Recently, rangers have become excellent in both PvE and PvP — something that has never happened before in Zezenia — especially Marksmen, because in addition to gaining the same amount of HP per level as Warriors, they have now AoE auto-attacks (Ricochets and Areal Arrow) and a 2 sec AoE spell (Hellish Volley) with an area of effect comparable to Mage spells — to not mention their own subclasses AoE spells —, they're also excellent in PvP thanks to their high critical chance and critical damage bonuses, and both Ranger subclasses have access to a wide variety of debuffs and disable spells. However, there's no point in nerfing subclasses that are already in a good spot, like Pyromancers, Rogues and Marksmen, but subclasses that are less effective outside of PvP, such as Warlocks, and subclasses like Barbarians, which have little or no viability in PvP or in late game PvE, should be buffed. HP and MP scaling should be revisited to better match each class's intended gameplay. !.! Warriors > 20 HP - 5 MP per level {increase HP scaling from 15 to 20} !.! Rangers > 15 HP - 10 MP per level {increase MP scaling from 5 to 10) !.! Mages > 10 HP - 15 MP per level {increase HP from 5 to 10 and MP from 10 to 15} The current distributions could be refined to provide Warriors with greater durability, Rangers with more resource flexibility and Mages with a healthier balance between survivability and spell usage. The goal is to improve class balance and progression, improving class identity and overall balance and ensuring that every vocation receives a more appropriate resource distribution. Furthermore, the PvP mechanic called "Mages' natural resistance" should be changed, maybe even removed if mages HP per level be increased to 10, as it makes mages far too resistant to magical damage in the late game (at high levels). theres no need for mages natural resist. , especially if the staff changes mages to gain 10hp/lvl... mages natural resist. was fair before the introduction of enchanting for equipment, when mage class was very fragile... today theres no sense into keep this system... since a mage highlevel is strong asf in terms of combo dmg and enchantable items provided great def for mages... mages also have their defensive buffs... pyromancer negates 16% of damage + 12% mana shield, warlock negates 24% dmg and shaman has +35% hp with 10% dmg negation... |
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Aegislash Player
Aegis
Level 10
Ranger
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28th July 2026 00:02:57
Administration
CM Mercury Ritari Lupus Aurelius We've watched updates come and go, seen promises made and kept hoping that player feedback would eventually become a real priority. We don't expect instant fixes, but we do expect communication. Even acknowledging the concerns and sharing a roadmap would go a long way toward rebuilding player confidence. Yet the same core issues remain untouched. Class balance discussions have been ongoing for what feels like forever, with countless detailed suggestions from experienced players, but the silence from the staff has become louder than any official announcement. At the same time, the lack of meaningful new content is slowly draining the community's enthusiasm. We aren't asking for miracles, we're asking for transparency, direction and evidence that the game's future really matters. Whether this game is being developed as a hobby or not is beside the point. Publishing a roadmap would at least give the community some clarity about the direction of the game. |
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Deadpool Player
Pharos
Level 472
Ranger
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28th July 2026 11:05:39 |
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Ranger Player
Elysium
Level 15
Ranger
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29th July 2026 20:29:34
Where is the staff? There are countless good ideas here, nothing that's particularly difficult to implement, yet there hasn't been a single response. We also need new daily bosses to keep the game more active instead of having everyone hunt in the same places all the time. New daily bosses with their own mechanics and locations would make the game feel much more alive.
Of course we need new monsters for leveling. Nobody expects huge content updates all the time, but adding just 2 to 4 new monsters every six months would already be enough to keep the progression fresh. It would give players new places to level, making the game feel like it's evolving instead of staying exactly the same year after year. |
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Matosh Player
Caldera
Level 13
Ranger
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30th July 2026 03:20:10
• Warlock should gain new aoe to enable casting a better interactive set of spells in hunts
• Rogue's traps should lay down on feet giving more control to hit the targets more times consecutively • Barbarian's shockwave should overspread through all spaces around the caster • Paladin as tanky subclass deserves to receive a pull spell only usable against creatures -XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX- |
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Hexecutioner Player
Elysium
Level 104
Mage
1K
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31st July 2026 00:39:29 (Last edited 31st July 2026 01:26:07)
[center][img]https://i.imgur.com/TEojlsc.png[[/img][/center]
[center] (Picture - posted in Discord by a Staff Member, The Emperor = [character]CM Mercury[/character]) [/center] Taking these figures into account—and excluding the Paladin, which is expected to have lower XP/hour than the Barbarian, as well as the Pyromancer, which is expected to outperform the Marksman in XP/hour—it becomes clear that the XP/hour difference between the Barbarian and the Marksman is roughly 68% !!! After Pyromancer, Marksman is the highest XP-producing vocation: It earns about 14.7% more XP than Rogue. It earns approximately 27% more XP than Warlock. It earns about 45.9% more XP than Shaman. It earns nearly 68% more XP than Barbarian. Marksman — > Rogue ~14,68% Rogue — > Warlock ~10,73% Warlock — > Shaman ~14,85% Shaman — > Barbarian ~15,03% The issue is not that one subclass specializes in achieving higher XP/hour. Class specialization is a legitimate aspect of game design and naturally leads to differences in efficiency. The real question is how large that gap should be. If the difference between the best and worst subclasses becomes excessive, players are no longer choosing based on playstyle or preference, but are instead incentivized to abandon weaker subclasses for objectively superior progression. At that point, subclass diversity is diminished because the opportunity cost of playing a low-XP subclass becomes too high. A more reasonable target might be a maximum gap of around 30–35% between the highest and lowest XP/hour subclasses. That still rewards specialization while preserving meaningful choice. Based on the current data, however, some subclasses remain significantly below that threshold and appear to require further balancing. |
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Odama Apelao Player
Pharos
Level 2000
Mage
S7
24
25
14K
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31st July 2026 05:18:50 Even though there are many excellent suggestions in this thread, there hasn't been a single response from the staff Where are you all, guys? Administration Ritari CM Mercury Lupus Aurelius Odama Apelao Shadowzin Apelao Maatheuzinhoo Deadpool Sonnema Sanoman Briareu You know, my friend, we’ve already reported a lot of things—we even spoke to Ritari about it. He said he’d see what he could do and let the developers know, but so far, we’re still waiting for more info and updates for the game |
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Aegislash Player
Aegis
Level 10
Ranger
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1st August 2026 21:05:19 Even though there are many excellent suggestions in this thread, there hasn't been a single response from the staff Where are you all, guys? Administration Ritari CM Mercury Lupus Aurelius Odama Apelao Shadowzin Apelao Maatheuzinhoo Deadpool Sonnema Sanoman Briareu You know, my friend, we’ve already reported a lot of things—we even spoke to Ritari about it. He said he’d see what he could do and let the developers know, but so far, we’re still waiting for more info and updates for the game I appreciate the effort you and others have already put into reporting these issues and bringing them to Ritari. The community has spent a lot of time reporting issues and providing feedback. A quick response or progress report would make a big difference for the community. The problem isn't just that we're still waiting. It's the lack of communication. The staff tends to go quiet for weeks or even months after a season ends. Ironically, that's probably the best time to work on class balance, since every class has just been thoroughly tested on the Season Server in both PvP and PvM. That feedback is fresh and much more valuable right after the season ends. Making use of that period to adjust classes would improve the overall game, especially PvM balance, considering that servers like Pharos and Elysium don't really have an active PvP scene. For those servers, class balance in PvM has a much greater impact on the day-to-day gameplay. |
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Paladin Player
Elysium
Level 11
Warrior
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2nd August 2026 23:53:41 (Last edited 3rd August 2026 00:11:37)
Spell Drafts: [ - Warlock - ]
Number 1 Name: Arcane Cascade Concept The caster channels unstable arcane lightning into a selected target. Upon impact, the lightning arcs to nearby enemies, striking up to 4 additional targets within range. Similar to marksman's Arrow Volley. However, each jump weakens the spell, causing progressively lower damage while maintaining the chain. Mechanics Target Required: Yes Maximum Targets: 5 (1 primary + 4 chained) Cooldown: 4 seconds PvP: Only the selected target takes damage Basically, it could work the same way as Arrow Volley (Marksmen), always seeking the closest valid enemy that has not already been hit. So, the chain immediately ends if no additional target is found. Damage Formula Primary hit - target: Damage = (Level × 0.20) + (Magic Level × 8) A level 1000 player with Magic Level 90 would deal 920 damage to the primary target. The exact coefficients should be adjusted during balancing. - Damage Reduction per Jump - #Primary Target 100% #Second Target 85% #Third Target 75% #Fourth Target 66% #Fifth Target 50% Gameplay Purpose Make the Warlock smoother and more enjoyable to play through implementing a new AoE spell type to bring a small survivability boost, sligthly increasing the lifesteal. Number 2 Name: Vortex Pull Concept Launches a small vortex 3 tiles in front of the Warlock. Mechanics The vortex slowly pulls all monsters (not players) within a 5×5 area toward its center. It does not deal damage or explode. After a short duration, 6 to 8 seconds, it disappears. Cooldown: 12 seconds Gameplay Purpose Very useful for grouping enemies together before casting Cross of Annihilation or another wave. Number 3 Name: Blood Barrier Concept The caster surrounds themselves with a barrier crimson colored from of blood-infused arcane energy for 5 seconds. The barrier occupies the 8 surrounding tiles around the caster and moves together with them. Enemies standing on any of these tiles are continuously harmed by the barrier's corrupting energy. As the caster moves, the barrier follows instantly, always maintaining the same 3×3 formation. Mechanics Duration: 5 seconds Cooldown: 10 seconds Mana Cost: Drains 5% of maximum mana every second Every second: Each enemy standing on one of the eight surrounding tiles takes Magic Damage. Enemies only receive one damage tick per second, regardless of movement. Damage Scaling Damage = (Level × 0.20) + (Magic Level × 10) A level 1000 player with Magic Level 90 would deal 1100 damage every tile per second. The exact coefficients should be adjusted during balancing. Gameplay Purpose Blood Barrier is not intended to be a primary damage spell. Its purpose is to reward players who briefly allow monsters into melee range before repositioning. By casting the Blood Barrier, it allows monsters to close the distance. Player's sustain is improved through the barrier while grouping enemies. Reposition and constant movement is rewarded. It encourages calculated risk instead of passive kiting, keeping consistent sustain without excessive burst damage. So it maintains the subclass essence as a fragile battle mage that survives through life drain rather than high defenses, since it complements gameplay focused on casting Cross of Annihilation instead of replacing it. Note: These are separate suggestions and are not necessarily cumulative. I do not mean that all of them should be implemented, but rather that they represent alternative solutions to the poor state Warlocks are currently in. |